Game to Assess Personal Behaviors and Character

ABSTRACT

A game that enables the players to identify archetypes that represent their personalities or at least represents how other people perceive the players&#39; personalities. The game is based on using sets of predetermined questions to solicit perceptions of the personality traits of the individual players by the remaining players with the degree of advancement towards the endpoint of the game depending on the degree of consensus among the players and the correct assessment of the players&#39; archetypes.

TECHNICAL FIELD

The present invention relates to the field of board games and more particularly to a board game wherein the players assess their personality characteristics.

BACKGROUND

Perceptions of people are an important aspect of daily life and occur on different scales and in a variety of settings. Examples include couples, friends, families, schools, and businesses. Forming judgments about the personalities of individuals is an essential skill for people to be able to interact with one another. Although perceptions can change over time, such changes are typically slow and resistant to change. By improving perceptions of personality and the associated tendencies of a person, one can better understand the manners in which that person behaves and acts. Although personalities are unique, they exhibit general tendencies that are subject to assessment and evaluation. Furthermore, an individual's perception of how he or she is perceived by other people can have a substantial effect on how that person interacts among groups of people. Although there are various methods of assessing personality such as the Meyers-Briggs Type Indicator, such methods are limited to assessing an individual's personality and do not factor the effect of how the person is perceived by other members of a social unit. In addition, most formal methods of assessing personality are fairly technical and rely on the individual's efforts in answering questions. What is needed is a method of assessing personality traits that accounts for how the individual is perceived by other people, that is relatively simple to administer, and is entertaining.

SUMMARY OF THE INVENTION

The invention relates generally to a game that enables the players to identify archetypes that represent their personalities or at least represents how other people perceive the players' personalities. An archetype is a generic version of a personality. The Swiss psychiatrist Carl Jung used archetypes to illuminate personality in the context of universal forms that channel experiences and emotion and result in identifiable patterns of behavior. One can see this game as an educational and communication tool.

The materials used to play the game encompass (1) a set of archetype cards that identify a personality type, (2) a set of question cards that are associated with particular archetype cards, (3) a game board with spaces, and (4) a peg associated with each player to mark particular spaces on a game board. Depending on the variation of the game, the materials can also include marker pieces that are used to designate spaces on the game board that cannot be played again, and means such as dice by which to determine the number of spaces that a player may move a peg during the player's turn. The game can also encompass ancillary materials such as a book describing the archetypes in detail and lists of the archetypes that are sorted numerically and alphabetically.

The game is based on the concept that a group of players is consulted with respect to attempting to reach a consensus as to which of the predetermined possible answers to a question best reflects a personality attribute of an individual player. An archetype can be attributed to the player if the answer selected by the group correctly matches the answer that best represents the archetype. The core of the game is that each player randomly picks a set number of archetype cards of which one is placed face up so that the archetype is visible to the other players and the remaining archetype cards are placed face down so that the archetype is hidden from the other players. When it is a player's turn, the player either selects or is provided an individual archetype card to be played. The player then reads a set of predetermined possible answers contained on the question card that reflect particular personality traits. The other players then consult among themselves and attempt to reach a consensus as to which of the suggested answers best represents the personality trait associated with the player. If a consensus is reached, it is announced to the player. If a consensus is not reached, then the player may select any one of the predetermined possible answers. The player then consults a card or list that designates which of the predetermined possible answers correctly validates the archetype. Factors such as the degree of consensus reached by the other players and whether or not the archetype was validated form the basis by which the player advances towards the endpoint of the game. The game can be played with variations such as the type of endpoint by a which a winner is determined, how the players move their associated player pieces on the game board, and the required degree of consensus by the groups. In particular, the game can be varied to reflect either a preference for consensus among the players regarding their perception of an individual player's personality trait or a preference that the archetypes be validated for the individual players.

An example of a variation favoring consensus regarding the perception of personality traits involves players moving pegs through a series of spaces on a game board of which the goal of the game is to be the first player to reach the terminal space. In such variation, a game board is used that has a plurality of spaces on which to move the players' pegs beginning at a start space and ending at a terminal space. The number of spaces that a player is allowed to move the player's peg each turn is primarily determined by how well the group's perceptions of a personality trait compares with the player's perception. For example, when it is a player's turn, the player selects a particular archetype, reads the questions associated with the archetype card, and then chooses the answer that in the player's opinion best reflects the player's personality trait. The player then records the chosen answer in a manner that is out of view of the other players such as using a marker device or writing the answer down on a page that is secluded from the view of the remaining players. The remaining players then choose their tentative answers and via discussion attempt to reach a consensus as to which answer best represents the player's personality trait. Once the discussion is finished, the group states the consensus answer, or if no consensus is reached, the answers chosen by the members of the group. The player then reveals the player's choice and consults a card or sheet to find out whether the archetype was validated. The number of spaces the individual player is allowed to move is then determined depending on whether a consensus was reached and whether the player's choice matches the choice or choices of the remaining players. The individual player is allowed to move the player's peg more spaces if the group reached a consensus than if the group failed to reach a consensus. However, if none of the other players chooses an answer that matches the individual player's choice, the player is not allowed to move the peg any number of spaces, even if the player chose the answer that validated the archetype. If the individual player's choice matches at least one of the choices of the remaining players, and if the archetype is validated by the player's choice, then the player is allowed to advance the player's peg by one additional space. When the game is played in this manner, progress towards the endpoint of the game is thus driven primarily by how well the player manifests his or her personality traits in a manner that is perceived by remaining players.

One example of a variation that favors the validation of an archetype has the goal of being the first player who is able to have a predetermined number of archetypes validated by the other players. In this variation, the game is played on a board in which the spaces are numbered to correspond to an archetype card. Each archetype card has an associated question card which sets forth a plurality of suggested answers and identifies the correct answer associated with that archetype. When it is a player's turn, the player has the option of: (1) selecting one of the hidden archetype cards and then place a peg on a space on the board that corresponds with that archetype; (2) selecting an archetype by moving the player's peg forward or backward a number of spaces determined by a random number generator such as rolling dice or turning a spinner; or (3) playing one of the visible archetype cards by placing the player's peg on the space that corresponds to that archetype. If the other players reach a consensus for a particular predetermined answer and the question card indicates that the particular answer is correct, the archetype is validated. If the other players reach a consensus on a suggested answer that is not indicated as correct on the question card, then the archetype is not validated. Once a decision is made, the player announces the name of the archetype and discloses whether the archetype has been validated or not validated. If the archetype has been validated, the archetype card is set next to the player and the archetype is made visible to the other players. If the archetype card most recently played was selected from one of the player's hidden archetype cards or from one of the visible archetype cards, a new card is selected from the set of archetype cards to replace the played card. The replacement card is situated according to the prior status of the previously-played card, i.e., a the replacement card is kept hidden if used to replace a hidden card and placed so that it is visible to the other players if used to replace a card that was previously visible. The players proceed in turn until the endpoint is reached, for example, one on the players is able to validate a predetermined number of archetype cards. This player would be deemed the winner.

The game may be adapted to computer and Internet versions where a computer runs functions that virtually depict the physical objects and carry out the acts described above. For example, instead of dice, the computer may electronically generate random numbers within a particular range. It will be understood that the references described previously do not imply that the physical acts actually occur when the game is played either in whole or in part on a computer or Internet version. These references are an abbreviated way of referring to the operation that must be performed on the data files to create a virtual representation of the physical objects and acts.

DESCRIPTION OF THE FIGURES

FIG. 1 is a drawing showing the set of archetype cards, set of question cards, booklet with archetype descriptions, list of archetypes, pegs, and markers.

FIG. 2 is a top view of the board used in one embodiment of the game.

FIG. 3 shows a top view of the faces of an archetype card and a question card used in one embodiment of the game.

FIG. 4 shows the board and an instruction card used in a second embodiment of the game.

FIG. 5 shows the archetype card, question card and answer card used in a second embodiment of the game.

MODES FOR CARRYING OUT THE INVENTION

With reference to FIGS. 1 and 2, an embodiment in which the overall objective favors the validation of archetypes encompasses the following materials: a set of 71 archetype cards 2, a set of 71 question cards 4 numbered from 1 to 71, a book 6 describing the archetypes, pegs 8 with some kind of indicia 9 to differentiate the pegs from each other, a set of two dice, a list 12 of the archetypes with numerical designations that associate the questions card 4 associated with particular archetypes, space markers 14, and a board 22 with a starting space 24, an end space 26, and a plurality of numbered spaces 28. In the physical embodiment of the game, the archetype cards 2 and question cards 4 are made from heavy cardstock. The book 6 provides a description of the characteristics of each archetype used in the game. For example, the book 6 could describe the positive and negative personality aspects associated with each archetype as well as other information such as the names of famous persons possessing the archetype or activities commonly associated with the archetype. While this embodiment uses dice 10, it is understood that any means of generating a random number within a limited range could be used including spinners, coin flipping, or drawing cards. The pegs 8 should be of a size and shape to facilitate easy handling by the players as well as to fit compactly on the spaces 24, 26, and 28 on the board 22. The pegs must possess some distinguishing indicia 9 such as different markings, different colors, different shapes, or combinations of such. The markers 14 are preferably shaped to be readily distinguishable from the pegs 8 but should be of a size and shape to facilitate easy handling by the players as well as to fit compactly on or over the numbered spaces 28 on the board 22. If desired, the markers 14 may be formed of a transparent material so that the numbering 29 of the numbered spaces 28 is visible even when a space 28 is covered by a marker. The list 12 associates each archetype name 15 with a corresponding number 16.

As shown in FIG. 3, each archetype card 2 has a back face 32 and a front face 34. The back face 32 may contain archetype indicia 31 showing that it is an archetype card 2 but does not indicate the archetype name 15 associated with that card. The front face 32 displays the archetype name 15 indicating the particular archetype that is associated with the archetype card. 2. The front face 32 may also have descriptive text 34 that describes aspects or attributes of the particular archetype and may contain a graphic 35 illustrating a descriptive or suggestive aspect associated with the archetype.

Each question card 4 has a reverse face 40 and a question face 42. The reverse face 40 displays a corresponding number 16 that indicates that the question card 4 is associated with a particular archetype name 15. The question face 42 has text presenting a question 43, and text presenting a plurality of suggested answers 44. It also has a key 5 setting forth result text 45 indicating which of the suggested answers 44 is correct and also indicating which archetype name 15 is associated with the question card 4.

In this embodiment, the game begins with each player choosing a peg 8 and placing it on the start space 24. The set of archetype cards 2 is shuffled and the cards are spread out with their back faces 2 facing upwards so that the front faces 30 are hidden from the players. Each player randomly picks four archetype cards 2 for the purpose of commencing the game. The picked cards are “in play” until they are later taken out of play in accordance with the rules as described below. Next, each player reads the archetypes from the selected cards 2 in silence so as not to disclose the archetype names 15 to the other players. Each player then selects the card 2 that the player identifies with the least and sets that card in front of the player with the front face 32 visible to the other players so that they can discern the archetype name 15 associated with that card. Then each player keeps the three remaining archetype cards 2 with the front face 32 down so that the archetype names 15 are hidden from the other players. The cards 2 that have the front face 32 facing up so that the archetype names 15 are visible to the other players are known as the visible cards and the cards with the back face 30 up are known as the hidden cards. The question cards 4 are sorted in numeric order and kept next to or on the board 22.

One of the players is selected to begin and the game proceeds clockwise thereafter with each player taking turns. When it is the player's turn, that player may exercise one of three options. The first option is for the player to choose one of the three hidden archetype cards 2 that the player selected at the beginning of the game. If the player selects this option, the player places his or her peg 8 directly on the numbered space 28 on the board 2 that bears the number 16 associated with the archetype name 15 associated with the archetype card 2. To assist in doing this, the player can consult the list 12 to see what number 16 is associated with that archetype name 15. With respect to this option, the other players do not know which archetype name 15 is going to be played.

The second option that can be exercised is for the player to roll the dice 10 and move his or her peg 8 forward or backwards in accordance with the number indicated by the roll of the dice. In the preferred embodiment, the peg cannot be moved into the start space 24 if the player wishes to move the peg backwards nor can the peg 8 be moved into the end space 26 if the player wishes to move the peg forward. Thus, the player can only move in a direction that will enable the peg 8 to rest on a numbered space 28 when the player has finished moving the peg. The player is allowed to consult the list 12 and the small book 6 prior to deciding which way to move.

The third option is for the player to choose any one of the archetype cards 2 in which the front face 32 is visible, irrespective of whether they are held by the player or the other players. The player then places his or her peg 8 on the numbered space 28 corresponding to the archetype name 15, Prior to moving the peg 8, the player may consult the list 12 to find which number 16 is associated with the archetype name 15.

After the player has moved his or her peg 8 onto a numbered space 28 in accordance with the three options, the player then draws the question card 4 that has the same number 16 of that space. The player reads out loud the question 43 on the question face 42 of the card 4 as well as the suggested answers 44 without making any comment. The player may not reveal the result 45 stated on the question card 4. Then the other players consult among themselves to try to reach a consensus as to which of the suggested answers 44 best represents the player. If a consensus is reached, the suggested answer 44 that they have selected is told to the player. If no consensus is reached by the other players, the player must select from one of the suggested answers 44 that were debated upon by the other players. Once the suggested answer 44 is finally selected, the player reads the result 45 and the archetype name 15 associated with the question card 4. If the result 45 indicates that the correct suggested answer 4 was selected, then archetype is considered validated for that player. Otherwise, the archetype is not validated. If the archetype was validated, the associated archetype card 2 is then placed next to the player so that the front face 32 is visible to all the players. If the archetype is not validated, then the associated archetype card 2 is discarded from the game. A marker 14 is placed on the numbered space 28 associated with the archetype name 15 to indicate that the space 28 and the associated archetype card 2 cannot be played again.

Because each player must always have four archetype cards 2 in play (three that are hidden and one that is visible), it may be necessary to obtain a replacement archetype card 2 after an archetype card 2 has been played. If the recently played archetype card 2 was one that was in the player's hand or one of the visible archetype cards 2, the replacement card 2 is drawn randomly from the deck and replaces the played card 2. Should the recently-played archetype card 2 be a hidden card that was in another player's hand, the player can then replace it with one of his own hidden cards or tell the other player to pick a card 2 randomly from the deck. Should the player choose to replace the card 2 with one from his own hand, the player then draws an archetype card 2 randomly from the deck to bring the number of cards in the player's hand back to four. Of course, if the recently-played archetype card 2 was one that was in the deck, there will be no need to obtain a replacement card 2.

The next player then takes a turn to play. If a player's peg 8 lands on a numbered space 28 that is covered by a marker 14 indicating that the archetype card associated with that number 16 has already been played, the player may move the peg 8 forward or backward to the nearest available space 28. The players proceed to play in turn in the manner described above.

The first player to validate four archetype cards 2 is the winner. The game can either end at that point or it can continue until a desired plurality of players has validated four archetype cards 2. Should the later option be followed, the players who have validated four archetype cards 2 do not take turns but continue to participate in the consensus process with respect to validating or not validating the archetype cards 2 of the other players. A player who has validated four archetype cards 2 places his or her peg 8 on the end space 26 shown in FIG. 2 to indicate that the player has validated four archetype cards 2 and is no longer taking turns.

Another embodiment of the game consists of a version having an overall objective that favors consensus among the players in assessing the personality traits of the individual players. This embodiment encompasses the pegs 8 having some kind of indicia 9 as shown in FIG. 1 and further encompasses the following materials shown in FIGS. 4 and 5: a set of 80 archetype cards 2, a set of 80 question cards 4 numbered from 1 to 80, a movement list 60 setting forth columns specifying a consensus level 61, individual player concurrence status 62, and a movement number 63 that varies depending on the consensus level 61 and individual player concurrence status 62. The movement list 60 also contains a bonus instruction 64 which instructs that a player may move a peg 8 an additional space if at least half the players and the individual player agree on an answer 44 and the answer is the correct answer for the associated archetype. This embodiment of the game is played on a board 50 that has a start space 54, an end space 56, and a plurality of spaces 28 in between. The archetype cards 32 and the question cards 42 used in this embodiment bear an archetype number 38 that associates the cards with a specific archetype. This embodiment also uses an answer card 70 that has columns 71 and 72 which respectively set forth the archetype number 38 and the correct answer 45 to the question 43.

The game begins in a manner similar to the previously-described embodiment with each player choosing a peg 8 and placing it on the start space 54 shown in FIG. 4. The set of archetype cards 2 is shuffled and the cards are spread out with their back faces 2 facing upwards so that the front faces 30 are hidden from the players. Each player randomly picks four archetypes cards 2 for the purpose of commencing the game. Next, each player reads the archetypes from the selected cards 2 in silence so as not to disclose the archetype names 15 to the other players. Each player then selects the card 2 that the player identifies with the least and sets that card in front of the player with the front face 32 visible to the other players so that they can discern the archetype name 15 associated with that card. Then each player keeps the three remaining archetype cards 2 with the front face 32 down so that the archetype names 15 are hidden from the other players.

During the first turn of each player, the player may choose one of the three archetype cards 2 that the player selected at the beginning of the game and for which the front face 30 has been kept hidden from the other players or the player may choose any one of the archetype cards 2 in which the front face 32 is visible, irrespective of whether they are held by the player or the other players. The player reads out loud the question 43 on the question face 42 of the card 4 as well as the suggested answers 44. The player selects the answer that he or she believes best reflects their personality trait without revealing the player's selection to the other players. The rules may require that the player document his or her selection by writing it down or using a device that sets forth the selection such as a dial or sliding scale. The other players consult among themselves to try to reach a consensus as to which of the suggested answers 44 best represents the player. If a consensus is reached, the suggested answer 44 that they have selected is told to the player. If no consensus is reached by the other players, then each of them states what or he or she believes is the suggested answer 44 that best reflects the personality trait of the player. The movement sheet 60 is then consulted to determine how many spaces the player may move his or her peg 8. For example, if all the other players are in agreement with the player's answer 44, then the player may move the peg 8 forward three spaces. If at least half the remaining players are in agreement, then the player may move the peg 8 forward two spaces. If at least one of the other players agrees with the player's selected answer 44, the player may move the peg 8 forward by one space. The player may not advance the peg if none of the remaining players selected the answer 44 that was selected by the player. Finally, if at least half of the remaining players selected the answer 44 that the player selected, the player may consult with the answer sheet 70. By doing so, the player can find the archetype number 38 in a column 71 and look at the corresponding entry in the adjacent column 72 to obtain the correct answer number 45 that indicates which suggested answer validates the archetype. If the archetype is validated, the player may move the peg 8 forward by one additional space 28 in accordance with the bonus instruction 64. Because each player must always have four archetype cards 2 in play (three that are hidden and one that is visible), the player will obtain a replacement archetype card 2 and replace the played card 2. Each player proceeds in turn until one player is able to advance his or her peg 8 to reach the terminal space 56.

It should be noted that the game can be played with many variations yet not depart from the basic concept that a group of players is consulted with respect to attempting to reach a consensus as to a suggested answer to a question intended to elicit information pertaining to whether a particular archetype may be attributed to an individual player. Likewise, another variation would be to allow players to land their pegs on the end space during play and become entitled to an advantage such as an extra turn or the option to return their pegs to the start space (i.e., the end becomes a new beginning). Similarly, players could be allowed to move their pegs onto the start space in which case they could become entitled to an advantage such as being allowed to select an additional hidden archetype card or being allowed to substitute an archetype card drawn randomly from the deck for the player's visible card.

The game can also be set up to emphasize archetypes associated with particular relationships such family members, employees, and athletic teams. For example, a version oriented to families with minor children could be developed. Similarly, the game could be set up to be directed towards particular groups or interests such as churches, political parties, and artists. In addition, it is possible to make versions that have multiple sets of archetype cards, question cards, and lists that are directed towards particular kinds of relationships, groups, or interests. An example would be a version that is aimed at fostering team-building among employees in business settings.

The game can be played on computers and similar electronic devices in which the features described above are depicted virtually instead of existing in physical form. Computer and Internet versions could also have variations that take advantage of the ability of computers to transform lists and such. For example, a computer version could randomize the numerical association between the archetype cards and the question cards and keep the correlation hidden from the players and thus preclude players from using previous experience or study to determine beforehand which spaces are associated with particular archetypes. 

1. An apparatus for playing a game comprising: a) a plurality of archetype cards (2) having a front face (32) bearing an archetype name (15); b) a set of predetermined questions (43) and a plurality of predetermined possible answers (44) to said questions, each of said questions associated with the archetype name (15) on the archetype cards, further wherein: i) one of said answers (45) represents the personality trait associated with the archetype identified by the archetype name (15), and ii) the remaining answer or answers represent a personality trait not associated with the archetype identified by the archetype name (15); c) a key (5, 70) that identifies the answer (45) that represents the personality trait associated with the archetype identified by the archetype name (15); d) a game board (22, 50) having a series of playing spaces (28) marked thereon; and e) a plurality of player pegs (8) for placement on said playing spaces (28).
 2. The apparatus of claim 1 wherein a plurality of said playing spaces (28) are marked with a number (16) linked to one of said of archetype cards (2).
 3. The apparatus of claim 1 in which the game board (22, 50) wherein the playing spaces (28) include a start space (24, 54), a terminal space (26, 56), and a plurality of spaces (28) in between.
 4. The apparatus of claim 1 further including space markers (14) to designate spaces that may no longer be played.
 5. The apparatus of claim 1 which is implemented as software such that the entities referred to by the terms “archetype card (2),” “answers (44),” “questions (43)” and “key (5, 70)” are components of software.
 6. The apparatus of claim 1 wherein the archetype names (15) include at least one archetype name selected from the group consisting of advocate, author, teacher, healer, idealist, rescuer, martyr, messenger, and adventurer.
 7. The apparatus of claim 1 wherein the front face (32) of the archetype cards (2) describes the positive and negative personality aspects (34) associated with the archetype.
 8. A method of playing a game comprising: a) a plurality of players selecting a plurality of archetype cards (2) from a deck of archetype cards; b) wherein each archetype card (2) has a front face (32) bearing an archetype name (15); c) wherein each player makes visible to the other players the front face (32) of one the archetype cards (2) selected by the player and conceals from view of the other players the front face (32) of the remaining archetype cards held by the player; d) wherein the players take a turn, each turn for each respective player including: i) the respective player selecting either one of the respective player's archetype cards (2) or one of the archetype cards (2) held by the other players in which the front face (32) is exposed to view; ii) reading to all the players a predetermined question (43) and a plurality of predetermined possible answers (44) associated with the selected archetype card (2); iii) the respective player selecting one of the possible answers (44) that has been read; iv) the other players discussing the possible answers (44) that have been read and each of the other players stating their choice among said possible answers (44); v) determining the predetermined correct answer (45) to said question; vi) moving the player peg (8) of the respective player on a game board (22, 50) in accordance with predetermined instructions based on said answer selected by the respective player and said choices by the other players.
 9. The method of claim 8 wherein during step c each player chooses the archetype card (2) of which the front face (32) is made visible to the other players based on whether said face (32) depicts the archetype with which the player least identifies.
 10. The method of claim 8 in which the number of spaces (28) the player pegs (8) are moved can be determined by the result of a random number generator (10).
 11. The method of claim 8 in which the number of spaces (28) the player pegs (8) are moved is determined by the extent to which answer selected by the player in substep d iii matches the choice or choices made by the other players in substep d iv.
 12. The method of claim 8 in which the number of spaces (28) the player pegs (8) are moved is determined by the extent to which the answer selected by the player in substep d iii matches the choice or choices made by the other players in substep d iv and the whether the answer selected by said player matches the predetermined correct answer.
 13. The method of claim 8 wherein the archetype cards (2) are components of software.
 14. The method of claim 8 wherein the steps of the method are performed on a computer. 